4. AR. Design Considerations
• 1. Design for Humans
• Use Human Information Processing model
• 2. Design for Different User Groups
• Different users may have unique needs
• 3. Design for the Whole User
• Social, cultural, emotional, physical cognitive
• 4. Use UI Best Practices
• Adapt known UI guidelines to AR/VR
• 5. Use of Interface Metaphors/Affordances
• Decide best metaphor for AR/VR application
5. 1. Design for Human Information Processing
• High level staged model from Wickens and Carswell (1997)
• Relates perception, cognition, and physical ergonomics
Perception Cognition Ergonomics
6. Design for Perception
• Need to understand perception to design AR
• Visual perception
• Many types of visual cues (stereo, oculomotor, etc.)
• Auditory system
• Binaural cues, vestibular cues
• Somatosensory
• Haptic, tactile, kinesthetic, proprioceptive cues
• Chemical Sensing System
• Taste and smell
8. Design for Cognition
• Design for Working and Long-term memory
• Working memory
• Short term storage, Limited storage (~5-9 items)
• Long term memory
• Memory recall trigger by associative cues
• Situational Awareness
• Model of current state of user’s environment
• Used for wayfinding, object interaction, spatial awareness, etc..
• Provide cognitive cues to help with situational awareness
• Landmarks, procedural cues, map knowledge
• Support both ego-centric and exo-centric views
9. Design for Physical Ergonomics
• Design for the human motion range
• Consider human comfort and natural posture
• Design for hand input
• Coarse and fine scale motions, gripping and grasping
• Avoid “Gorilla arm syndrome” from holding arm pose
10. Gorilla Arm in AR
• Design interface to reduce mid-air gestures
11. 2. Designing for Different User Groups
• Design for Difference Ages
• Children require different interface design than adults
• Older uses have different needs than younger
• Prior Experience with AR systems
• Familiar with HMDs, AR input devices
• People with Different Physical Characteristics
• Height and arm reach, handedness
• Perceptual, Cognitive and Motor Abilities
• Colour perception varies between people
• Spatial ability, cognitive or motor disabilities
13. 4. Use UI Best Practices
• General UI design principles can be applied to AR
• E.g. Shneiderman’s UI guidelines from 1998
• Providing interface feedback
• Mixture of reactive, instrumental and operational feedback
• Maintain spatial and temporal correspondence
• Use constraints
• Specify relations between variables that must be satisfied
• E.g. physical constraints reduce freedom of movement
• Support Two-Handed control
• Use Guiard’s framework of bimanual manipulation
• Dominant vs. non-dominant hands
14. •Interface Components
• Physical components
• Display elements
• Visual/audio
• Interaction metaphors
Physical
Elements
Display
Elements
Interaction
Metaphor
Input Output
5. Use Interface Metaphors
16. •AR design is mixture of physical
affordance and virtual affordance
•Physical
•Tangible controllers and objects
•Virtual
•Virtual graphics and audio
17. Affordances in AR
• Design AR interface objects to show how they are used
• Use visual and physical cues to show possible affordances
• Perceived affordances should match actual affordances
• Physical and virtual affordances should match
Merge Cube Tangible Molecules
21. From Reality to Virtual Reality
Internet of Things Augmented Reality Virtual Reality
Real World Virtual World
22. Virtual Reality (VR)
• Users immersed in Computer Generated environment
• HMD, gloves, 3D graphics, body tracking
23. Goal of Virtual Reality
“.. to make it feel like you’re actually in a place that
you are not.”
Palmer Luckey
Co-founder, Oculus
24. Virtual Reality Definition
•Defining Characteristics
• Immersion
• User feels immersed in computer generated scene
• Interaction
• The virtual content can be interacted with
• Independence
• User can have independent view and react to environment
25. From Immersion to Presence
• Immersion: describes the extent to which technology is capable of
delivering a vivid illusion of reality to the senses of a human participant.
• Presence: a state of consciousness, the (psychological) sense of being
in the virtual environment.
• So Immersion, defined in technical terms, is capable of producing a
sensation of Presence
• Goal of VR: Create a high degree of Presence
• Make people believe they are really in Virtual Environment
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role
of presence in virtual environments. Presence: Teleoperators and virtual environments, 6(6), 603-616.
26. Presence ..
“The subjective experience of being in one place or
environment even when physically situated in another”
Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence
questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.
27. Why do people behave like this?
• Presence can be decomposed into two dimensions (Slater 2009):
• “Place Illusion” (PI): being in the place depicted in the VR environment
• perception in VR matches natural sensorimotor input
• Plausibility Illusion (Psi): the events in the VR environment are actually occurring
• VR environment responds to user actions
• When both PI and Psi are high, people respond realistically to events in the VR
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual
environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.
Presence = PI + Psi + ??
28. Slater, M., Banakou, D., Beacco, A., Gallego, J., Macia-Varela, F., & Oliva, R. (2022). A Separate Reality: An
Update on Place Illusion and Plausibility in Virtual Reality. Frontiers in Virtual Reality, 81.
Four Illusions of Presence (Slater 2022)
• Place Illusion: being in the place
• Plausibility Illusion: events are real
• Body Ownership: seeing your body in VR
• Copresence/Social Presence: other people are in VR
29. Reality vs. Virtual Reality
• In a VR system there are input and output devices
between human perception and action
30. Using Technology to Stimulate Senses
• Simulate output
• E.g. simulate real scene
• Map output to devices
• Graphics to HMD
• Use devices to
stimulate the senses
• HMD stimulates eyes
Visual
Simulation
3D Graphics HMD Vision
System
Brain
Example: Visual Simulation
Human-Machine Interface
31. Key Technologies for VR Systems
• Display (Immersion)
• Stimulate senses
• visual, auditory, tactile sense, etc..
• Tracking (Independence)
• Changing viewpoint
• independent movement
• Input Devices (Interaction)
• Supporting user interaction
• User input
39. Simple Magnifier HMD Design
p
q
Eyepiece
(one or more lenses) Display
(Image Source)
Eye f
Virtual
Image
1/p + 1/q = 1/f where
p = object distance (distance from image source to eyepiece)
q = image distance (distance of image from the lens)
f = focal length of the lens
45. Field of View
Monocular FOV is the angular
subtense of the displayed image as
measured from the pupil of one eye.
Total FOV is the total angular size of the
displayed image visible to both eyes.
Binocular(or stereoscopic) FOV refers to the
part of the displayed image visible to both eyes.
FOV may be measured horizontally,
vertically or diagonally.
56. HMD Design Trade-offs
• Resolution vs. field of view
• As FOV increases, resolution decreases for fixed pixels
• Eye box vs. field of view
• Larger eye box limits field of view
• Size, Weight and Power vs. everything else
vs.
57. Projection/Large Display Technologies
• Room Scale Projection
• CAVE, multi-wall environment
• Dome projection
• Hemisphere/spherical display
• Head/body inside
• Vehicle Simulator
• Simulated visual display in windows
58. Stereo Projection
• Active Stereo
• Active shutter glasses
• Time synced signal
• Brighter images
• More expensive
• Passive Stereo
• Polarized images
• Two projectors (one/eye)
• Cheap glasses (powerless)
• Lower resolution/dimmer
• Less expensive
59. CAVE
• Developed in 1992, EVL University of Illinois Chicago
• Multi-walled stereo projection environment
• Head tracked active stereo
Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V., & Hart, J. C. (1992). The CAVE: audio
visual experience automatic virtual environment. Communications of the ACM, 35(6), 64-73.
64. Multi-User CAVEs
• Limitation of CAVEs
• Stereo projection from only one user’s viewpoint
• Solution
• Higher frequency projectors and time slicing
Kulik, A., Kunert, A., Beck, S., Reichel, R., Blach, R., Zink, A., & Froehlich, B. (2011). C1x6: a
stereoscopic six-user display for co-located collaboration in shared virtual environments. ACM
Transactions on Graphics (TOG), 30(6), 188.
66. Allosphere
• Univ. California Santa Barbara
• One of a kind facility
• Immersive Spherical display
• 10 m diameter
• Inside 3 story anechoic cube
• Passive stereoscopic projection
• 26 projectors, 146 speakers
• Visual tracking system for input
• See http://www.allosphere.ucsb.edu/
Kuchera-Morin, J., Wright, M., Wakefield, G.,
Roberts, C., Adderton, D., Sajadi, B., ... & Majumder,
A. (2014). Immersive full-surround multi-user system
design. Computers & Graphics, 40, 10-21.
73. Audio Displays
Definition: Computer interfaces that provide synthetic sound
feedback to users interacting with the virtual world.
The sound can be monoaural (both ears hear the same sound), or
binaural (each ear hears a different sound)
Burdea, Coiffet (2003)
74. Motivation
• Most of the focus in Virtual Reality is on the visuals
• GPUs continue to drive the field
• Users want more
• More realism, More complexity, More speed
• However, sound can significantly enhance realism
• Example: Mood music in horror games
• Sound can provide valuable user interface feedback
• Example: Alert in training simulation
75. 360 Video + Spatial Audio (wear headphones)
• https://www.youtube.com/watch?v=G8pABGosD38
76. Types of Audio Recordings
• Monaural: Recording with one microphone – no positioning
• Stereo Sound: Recording with two microphones placed several feet
apart. Perceived sound position as recorded by microphones.
• Binaural: Recording microphones embedded in a dummy head. Audio
filtered by head shape.
• 3D Sound: Using tiny microphones in the ears of a real person.
Generate HRTF based on ear shape and audio response.
77. Capturing 3D Audio for Playback
• Binaural recording
• 3D Sound recording, from microphones in simulated ears
• Hear some examples (use headphones)
• http://binauralenthusiast.com/examples/
79. Synthetic Sounds
• Complex sounds can be built from simple waveforms (e.g., sawtooth, sine)
and combined using operators
• Waveform parameters (frequency, amplitude) could be taken from motion
data, such as object velocity
• Can combine wave forms in various ways
• This is what classic synthesizers do
• Works well for many non-speech sounds
82. Spatialization vs. Localization
• Spatialization is the processing of sound signals to make them
emanate from a point in space
• This is a technical topic
• Localization is the ability of people to identify the source position
of a sound
• This is a human topic, some people are better at it than others.
83. Stereo Sound
• Seems to come from inside user’s head
• Follows head motion as user moves head
84. 3D Spatial Sound
• Seems to be external to the head
• Fixed in space when user moves head
• Has reflected sound properties
86. Spatialized Audio Effects
• Naïve approach
• Simple left/right shift for lateral position
• Amplitude adjustment for distance
• Easy to produce using consumer hardware/software
• Does not give us "true" realism in sound
• No up/down or front/back cues
• We can use multiple speakers for this
• Surround the user with speakers
• Send different sound signals to each one
87. Example: The BoomRoom
• Use surround speakers to create spatial audio effects
• Gesture based interaction
• https://www.youtube.com/watch?time_continue=54&v=6RQMOyQ3lyg
88. Audio Localization
• Main cues used by humans to localize sound:
1. Interaural time differences: Time difference for
sound wave to travel between ears
2. Interaural level differences: For high frequency
sounds (> 1.5 kHz), volume difference between
ears used to determine source direction
3. Spectral filtering done by outer ears: Ear shape
changes frequency heard
89. Interaural Time Difference
• Takes fixed time to travel between ears
• Can use time difference to determine sound location
90. Spectral Filtering
Ear shape filters sound depending on direction it is coming from.
This change in frequency determines sound source elevation.
91. Head-Related Transfer Functions (HRTFs)
• A set of functions that model how sound from a
source at a known location reaches the eardrum
92. More About HRTFs
• Functions take into account,
• Individual ear shape
• Slope of shoulders
• Head shape
• So, each person has his/her own HRTF!
• Need to have a parameterizable HRTFs
• Some sound cards/APIs allow specifying an HRTF
94. Measuring HRTFs
• Putting microphones in Manikin or human ears
• Playing sound from fixed positions
• Record response
95. Environmental Effects
• Sound is also changed by objects in the
environment
• Can reverberate off of reflective objects
• Can be absorbed by objects
• Can be occluded by objects
• Doppler shift
• Moving sound sources
• Need to simulate environmental audio properties
• Takes significant processing power
96. Sound Reverberation
• Need to consider first and second order reflections
• Need to model material properties, objects in room, etc
98. The Tough Part
• All of this takes a lot of processing
• Need to keep track of
• Multiple (possibly moving) sound sources
• Path of sounds through a dynamic environment
• Position and orientation of listener(s)
• Most sound cards only support a limited number of
spatialized sound channels
• Increasingly complex geometry increases load on
audio system as well as visuals
• That's why we fake it ;-)
• GPUs might change this too!
99. GPU Based Audio Acceleration
• Using GPU for audio physics calculations
• AMD TrueAudio Next - https://gpuopen.com/true-audio-next/
https://www.youtube.com/watch?v=Z6nwYLHG8PU
100. Audio Software SDKs
• Modern CPUs are fast enough spatial audio can be
generated without dedicated hardware
• Several 3D audio SDKs exist
• OpenAL
• www.openal.org
• Open source, cross platform
• Renders multichannel three-dimensional positional audio
• Google VR SDK
• Android, iOS, Unity
• https://developers.google.com/vr/concepts/spatial-audio
• Unity
• Unity Audio Spatializer SDK
• Microsoft DirectX, MRTK, etc
101. Google VR Spatial Audio Demo
• https://www.youtube.com/watch?v=I9zf4hCjRg0&feature=youtu.be
102. Demo: Spatial Audio In VR
• AltspaceVR spatial audio for speaker discrimination
• https://www.youtube.com/watch?v=dV3Qog44z6E
103. Designing Spatial Audio
• There are several tools available for designing 3D audio
• E.g. Facebook Spatial Workstation
• Audio tools for cinematic VR and360 video
• https://facebook360.fb.com/spatial-workstation/
• Spatial Audio Designer
• Mixing of surround sound and 3D audio
• http://www.newaudiotechnology.com/en/products/spatial-audio-designer/
105. Haptic Feedback
• Greatly improves realism
• Hands and wrist are most important
• High density of touch receptors
• Two kinds of feedback:
• Touch Feedback
• information on texture, temperature, etc.
• Does not resist user contact
• Force Feedback
• information on weight, and inertia.
• Actively resists contact motion
106. Active Haptics
• Actively resists motion
• Key properties
• Force resistance
• Frequency Response
• Degrees of Freedom
• Latency
107. Force Feedback Joysticks
• WingMan Force 3D
• Inexpensive ($60)
• Actuators that can move the
joystick given system
commands
• Max 3.3 N of force
• Force feedback driving wheel
113. Homebrew Glove
• LucidVR Budget Haptic Glove
• Simple hand tracking, force feedback,
• $22 in parts..
• https://hackaday.io/project/178243-
lucidvr-budget-haptic-glove
114. Passive Haptics
• Not controlled by system
• Use real props (Styrofoam for walls)
• Pros
• Cheap
• Large scale
• Accurate
• Cons
• Not dynamic
• Limited use
118. Vibrotactile Cueing Devices
• Vibrotactile feedback has been incorporated into many devices
• Can we use this technology to provide scalable, wearable touch cues?
123. Immersion and Tracking
• Motivation: For immersion, when the user changes
position in reality the VR view also needs to change
• Requires tracking of the user’s pose (position/orientation) in
the real world and mapping to the Virtual World
124. Tracking in VR
• Need for Tracking
• User turns their head and the VR graphics scene changes
• User wants to walking through a virtual scene
• User reaches out and grab a virtual object
• The user wants to use a real prop in VR
• All of these require technology to track the user or object
• Continuously provide information about position and orientation
Head Tracking
Hand Tracking
126. • Degree of Freedom = independent movement about an axis
• 3 DoF Orientation = roll, pitch, yaw (rotation about x, y, or z axis)
• 3 DoF Translation = movement along x,y,z axis
• Different requirements
• User turns their head in VR -> needs 3 DoF orientation tracker
• Moving in VR -> needs a 6 DoF tracker (r,p,y) and (x, y, z)
Degrees of Freedom
128. Key Tracking Performance Criteria
• Static Accuracy
• Dynamic Accuracy
• Latency
• Update Rate
• Tracking Jitter
• Signal to Noise Ratio
• Tracking Drift
129. Static vs. Dynamic Accuracy
• Static Accuracy
• Ability of tracker to determine
coordinates of a position in space
• Depends on sensor sensitivity, errors
(algorithm, operator), environment
• Dynamic Accuracy
• System accuracy as sensor moves
• Depends on static accuracy
• Resolution
• Minimum change sensor can detect
• Repeatability
• Same input giving same output
130. Tracker Latency, Update Rate
• Latency: Time between change
in object pose and time sensor
detects the change
• Large latency (> 10 ms) can cause
simulator sickness
• Larger latency (> 50 ms) can
reduce VR immersion
• Update Rate: Number of
measurements per second
• Typically > 30 Hz
131. Tracker Jitter, Signal to Noise Ratio
• Jitter: Change in tracker output
when tracked object is stationary
• Range of change is sensor noise
• Tracker with no jitter reports constant
value if tracked object stationary
• Makes tracker data changing
randomly about average value
• Signal to Noise Ratio: Signal in
data relative to noise
• Found from calculating mean of
samples in known positions
132. Tracker Drift
• Drift: Steady increase in
tracker error over time
• Accumulative (additive) error
over time
• Relative to Dynamic sensitivity
over time
• Controlled by periodically
recalibration (zeroing)
134. Example: Fake Space Boom
• BOOM (Binocular Omni-Orientation Monitor)
• Counterbalanced arm with 100
o
FOV HMD mounted on it
• 6 DOF, 4mm position accuracy, 300Hz sampling, < 5 ms latency
135. Demo: Fake Space Tele Presence
• Using Boom with HMD to control robot view
• https://www.youtube.com/watch?v=QpTQTu7A6SI
136. MagneticTracker (Active)
• Idea: difference between a magnetic
transmitter and a receiver
• ++: 6DOF, robust
• -- : wired, sensible to metal, noisy, expensive
• -- : error increases with distance
Flock of Birds (Ascension)
137. Example: Razer Hydra
• Developed by Sixense
• Magnetic source + 2 wired controllers
• Short range (< 1 m), Precision of 1mm and 1o
• 62Hz sampling rate, < 50 ms latency
• $600 USD
140. InertialTracker (Passive)
• Idea: measuring linear and angular orientation rates
(accelerometer/gyroscope)
• ++: no transmitter, cheap, small, high frequency, wireless
• -- : drift, hysteris only 3DOF
IS300 (Intersense)
Wii Remote
141. Types of Inertial Trackers
• Gyroscopes
• The rate of change in object orientation or angular velocity is measured.
• Accelerometers
• Measure acceleration.
• Can be used to determine object position, if the starting point is known.
• Inclinometer
• Measures inclination, ”level” position.
• Like carpenter’s level, but giving electrical signal.
142. Example: MEMS Sensor
• Uses spring-supported load
• Reacts to gravity and inertia
• Changes its electrical parameters
• < 5 ms latency, 0.01o
accuracy
• up to 1000Hz sampling
• Problems
• Rapidly accumulating errors.
• Error in position increases with the square of time.
• Cheap units can get position drift of 4 cm in 2 seconds.
• Expensive units have same error in 200 seconds.
• Not good for measuring location
• Need to periodically reset the output
143. Demo: MEMS Sensor Working
• https://www.youtube.com/watch?v=9eSnxebfuxg
144. MEMS Gyro Bias Drift
• Zero reading of MEMS Gyro drifts over time due to noise
145. Acoustic - UltrasonicsTracker
• Idea:Time of Flight or Phase-Coherence SoundWaves
• ++: Small, Cheap
• -- : 3DOF, Line of Sight, Low resolution, Affected by
Environment (pressure, temperature), Low sampling rate
Ultrasonic
Logitech IS600
151. How Lighthouse Tracking Works
• Position tracking using IMU
• 500 Hz sampling
• But drifts over time
• Drift correction using optical tracking
• IR synchronization pulse (60 Hz)
• Laser sweep between pulses
• Photo-sensors recognize sync pulse, measure time to laser
• Know when sensor hit and which sensor hit
• Calculate position of sensor relative to base station
• Use 2 base stations to calculate pose
• Use IMU sensor data between pulses (500Hz)
• See http://xinreality.com/wiki/Lighthouse
152. Lighthouse Tracking
Base station scanning
https://www.youtube.com/watch?v=avBt_P0wg_Y
https://www.youtube.com/watch?v=oqPaaMR4kY4
Room tracking
153. Example: Oculus Quest
• Inside out tracking
• Four cameras on corner of display
• Searching for visual features
• On setup creates map of room
155. Occipital Bridge Engine/Structure Core
• Inside out tracking
• Uses structured light
• Better than room scale tracking
• Integrated into bridge HMD
• https://structure.io/
156.
157. Tracking Coordinate Frames
• There can be several coordinate frames to consider
• Head pose with respect to real world
• Coordinate fame of tracking system wrt HMD
• Position of hand in coordinate frame of hand tracker
158. Example: Finding your hand in VR
• Using Lighthouse and LeapMotion
• Multiple Coordinate Frames
• LeapMotion tracks hand in LeapMotion coordinate frame (HLM)
• LeapMotion is fixed in HMD coordinate frame (LMHMD)
• HMD is tracked in VR coordinate frame (HMDVR) (using Lighthouse)
• Where is your hand in VR coordinate frame?
• Combine transformations in each coordinate frame
• HVR = HLM x LMHMD x HMDVR
162. Motivation
• Mouse and keyboard are good for desktop UI tasks
• Text entry, selection, drag and drop, scrolling, rubber banding, …
• 2D mouse for 2D windows
• What devices are best for 3D input in VR?
• Use multiple 2D input devices?
• Use new types of devices?
vs.
163. Input Device Characteristics
• Size and shape, encumbrance
• Degrees of Freedom
• Integrated (mouse) vs. separable (Etch-a-sketch)
• Direct vs. indirect manipulation
• Relative vs. Absolute input
• Relative: measure difference between current and last input (mouse)
• Absolute: measure input relative to a constant point of reference (tablet)
• Rate control vs. position control
• Isometric vs. Isotonic
• Isometric: measure pressure or force with no actual movement
• Isotonic: measure deflection from a center point (e.g. mouse)
164. Hand Input Devices
• Devices that integrate hand input into VR
• World-Grounded input devices
• Devices fixed in real world (e.g. joystick)
• Non-Tracked handheld controllers
• Devices held in hand, but not tracked in 3D (e.g. xbox controller)
• Tracked handheld controllers
• Physical device with 6 DOF tracking inside (e.g. Vive controllers)
• Hand-Worn Devices
• Gloves, EMG bands, rings, or devices worn on hand/arm
• Bare Hand Input
• Using technology to recognize natural hand input
165. World Grounded Devices
• Devices constrained or fixed in real world
• Not ideal for VR
• Constrains user motion
• Good for VR vehicle metaphor
• Used in location based entertainment (e.g. Disney Aladdin ride)
Disney Aladdin Magic Carpet VR Ride
166. Non-Tracked Handheld Controllers
• Devices held in hand
• Buttons, joysticks, game controllers, etc.
• Traditional video game controllers
• Xbox controller
167. Tracked Handheld Controllers
• Handheld controller with 6 DOF tracking
• Combines button/joystick input plus tracking
• One of the best options for VR applications
• Physical prop enhancing VR presence
• Providing proprioceptive, passive haptic touch cues
• Direct mapping to real hand motion
HTC Vive Controllers Oculus Touch Controllers
168. Example: WMR Handheld Controllers
• Windows Mixed Reality Controllers
• Left and right hand
• Combine computer vision + IMU tracking
• Track both in and out of view
• Button input, Vibration feedback
169.
170. Hand Worn Devices
• Devices worn on hands/arms
• Glove, EMG sensors, rings, etc.
• Advantages
• Natural input with potentially rich gesture interaction
• Hands can be held in comfortable positions – no line of sight issues
• Hands and fingers can fully interact with real objects
172. Data Gloves
• Bend sensing gloves
• Passive input device
• Detecting hand posture and gestures
• Continuous raw data from bend sensors
• Fibre optic, resistive ink, strain-gauge
• Large DOF output, natural hand output
• Pinch gloves
• Conductive material at fingertips
• Determine if fingertips touching
• Used for discrete input
• Object selection, mode switching, etc.
175. Bare Hands
• Using computer vision to track bare hand input
• Creates compelling sense of Presence, natural
interaction
• Challenges need to be solved
• Not having sense of touch
• Line of sight required to sensor
• Fatigue from holding hands in front of sensor
176. Oculus Quest 2 – Hand Tracking
• https://www.youtube.com/watch?v=uztFcEA6Rf0
177. Non-Hand Input Devices
• Capturing input from other parts of the body
• Head Tracking
• Use head motion for input
• Eye Tracking
• Largely unexplored for VR
• Microphones
• Audio input, speech
• Full-Body tracking
• Motion capture, body movement
178. Eye Tracking
• Technology
• Shine IR light into eye and look for reflections
• Advantages
• Provides natural hands-free input
• Gaze provides cues as to user attention
• Can be combined with other input technologies
179. HTC Vive Pro Eye
• HTC Vive Pro with integrated eye-tracking
• Tobii systems eye-tracker
• Easy calibration and set-up
• Auto-calibration software compensates for HMD motion
181. Full Body Tracking
• Adding full-body input into VR
• Creates illusion of self-embodiment
• Significantly enhances sense of Presence
• Technologies
• Motion capture suit, camera based systems
• Can track large number of significant feature points
182. Camera Based Motion Capture
• Use multiple cameras
• Reflective markers on body
• Eg – Opitrack (www.optitrack.com)
• 120 – 360 fps, < 10ms latency, < 1mm accuracy
188. Omnidirectional Treadmills
• Infinadeck
• 2 axis treadmill, flexible material
• Tracks user to keep them in centre
• Limitless walking input in VR
• www.infinadeck.com
193. Creating a Good VR Experience
• Creating a good experience requires good system design
• Integrating multiple hardware, software, interaction, content elements
194. Example: Shard VR Slide
• Ride down the Shard at 100 mph - Multi-sensory VR
https://www.youtube.com/watch?v=HNXYoEdBtoU
195. Key Components to Consider
• Five key components:
• Inputs
• Outputs
• Computation/Simulation
• Content/World database
• User interaction
From: Sherman, W. R., & Craig, A. B. (2018). Understanding virtual reality:
Interface, application, and design. Morgan Kaufmann.
196. Typical VR System
• Combining multiple technology elements for good user
experience
• Input devices, output modality, content databases, networking, etc.
197. From Content to User
Modelling
Program
Content
• 3d model
• Textures
Translation
• CAD data
Application
programming
Dynamics
Generator
Input Devices
• Gloves, Mic
• Trackers
Renderers
• 3D, sound
Output Devices
• HMD, audio
• Haptic
User Actions
• Speak
• Grab
Software
Content
User I/O
198. Types of VR Graphics Content
• Panoramas
• 360 images/video
• Captured 3D content
• Scanned objects/spaces
• Modelled Content
• Hand created 3D models
• Existing 3D assets
199. Capturing Panoramas
• Stitching individual photos together
• Image Composite Editor (Microsoft)
• AutoPano (Kolor)
• Using 360 camera
• Ricoh Theta-S
• Fly360
203. • Use camera pairs to capture stereo 360 video
• Samsung 360 round
• 17 lenses, 4K 3D images, live video streaming, $10K USD
• Vuze+ VR camera
• 8 lenses, 4K Stereoscopic 3D 360⁰ video and photo, $999 USD
Stereo Video Capture
Vuze Samsung
205. 3D Scanning
• A range of products support 3D scanning
• Create point cloud or mesh model
• Typically combine RGB cameras with depth sensing
• Captures texture plus geometry
• Multi-scale
• Object Scanners
• Handheld, Desktop
• Body Scanners
• Rotating platform, multi-camera
• Room scale
• Mobile, tripod mounted
206. Example: Matterport
• Matterport Pro2 3D scanner
• Room scale scanner, panorama and 3D model
• 360° (left-right) x 300° (vertical) field of view
• Structured light (infared) 3D sensor
• 15 ft (4.5 m) maximum range
• 4K HDR images
208. Handheld/Desktop Scanners
• Capture people/objects
• Sense 3D scanner
• accuracy of 0.90 mm, colour resolution of 1920×1080 pixels
• Occipital Structure sensor
• Add-on to iPad, mesh scanning, IR light projection, 60 Hz
210. 3D Modelling
• A variety of 3D modelling tools can be used
• Export in VR compatible file format (.obj, .fbx, etc)
• Especially useful for animation - difficult to create from scans
• Popular tools
• Blender (free), 3DS max, Maya, etc.
• Easy to Use
• Tinkercad, Sketchup Free, Meshmixer, Fusion 360, etc.
211. Modelling in VR
• Several tools for modelling in VR
• Natural interaction, low polygon count, 3D object viewins
• Low end
• Google Blocks
• High end
• Quill, Tilt brush – 3D painting
• Gravity Sketch – 3D CAD
214. Download Existing VR Content
• Many locations for 3D objects, textures, etc.
• Sketchfab, Sketchup, Free3D (www.free3d.com), etc.
• Asset stores - Unity, Unreal
• Provide 3D models, materials, code, etc..
216. • Low level code for loading models and showing on screen
• Using shaders and low level GPU programming to improve graphics
Traditional 3D Graphics Pipeline
217. Graphics Challenges with VR
• Higher data throughput (> 7x desktop requirement)
• Lower latency requirements (from 150ms/frame to 20ms)
• HMD Lens distortion
218. • HMD may have cheap lens
• Creates chromatic aberration and distorted image
• Warp graphics images to create undistorted view
• Use low level shader programming
Lens Distortion
220. Perception Based Graphics
• Eye Physiology
• Rods in eye centre = colour vision, cones in periphery = motion, B+W
• Foveated Rendering
• Use eye tracking to draw highest resolution where user looking
• Reduces graphics throughput
225. Typical System Delays
• Total Delay = 50 + 2 + 33 + 17 = 102 ms
• 1 ms delay = 1/3 mm error for object drawn at arms length
• So total of 33mm error from when user begins moving to when object drawn
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
20 Hz = 50ms 500 Hz = 2ms 30 Hz = 33ms 60 Hz = 17ms
226. Living with High Latency (1/3 sec – 3 sec)
• https://www.youtube.com/watch?v=_fNp37zFn9Q
227. Effects of System Latency
• Degraded Visual Acuity
• Scene still moving when head stops = motion blur
• Degraded Performance
• As latency increases it’s difficult to select objects etc.
• If latency > 120 ms, training doesn’t improve performance
• Breaks-in-Presence
• If system delay high user doesn’t believe they are in VR
• Negative Training Effects
• User train to operative in world with delay
• Simulator Sickness
• Latency is greatest cause of simulator sickness
229. What Happens When Senses Don’t Match?
• 20-30% VR users experience motion sickness
• Sensory Conflict Theory
• Visual cues don’t match vestibular cues
• Eyes – “I’m moving!”, Vestibular – “No, you’re not!”
230. Avoiding Motion Sickness
• Better VR experience design
• More natural movements
• Improved VR system performance
• Less tracking latency, better graphics frame rate
• Provide a fixed frame of reference
• Ground plane, vehicle window
• Add a virtual nose
• Provide peripheral cue
• Eat ginger
• Reduces upset stomach
231. Many Causes of Simulator Sickness
• 25-40% of VR users get Simulator Sickness, due to:
• Latency
• Major cause of simulator sickness
• Tracking accuracy/precision
• Seeing world from incorrect position, viewpoint drift
• Field of View
• Wide field of view creates more periphery vection = sickness
• Refresh Rate/Flicker
• Flicker/low refresh rate creates eye fatigue
• Vergence/Accommodation Conflict
• Creates eye strain over time
• Eye separation
• If IPD not matching to inter-image distance then discomfort
233. System Design Guidelines - I
• Hardware
• Choose HMDs with fast pixel response time, no flicker
• Choose trackers with high update rates, accurate, no drift
• Choose HMDs that are lightweight, comfortable to wear
• Use hand controllers with no line-of-sight requirements
• System Calibration
• Have virtual FOV match actual FOV of HMD
• Measure and set users IPD
• Latency Reduction
• Minimize overall end to end system delay
• Use displays with fast response time and low persistence
• Use latency compensation to reduce perceived latency
Jason Jerald, The VR Book, 2016
234. System Design Guidelines - II
• General Design
• Design for short user experiences
• Minimize visual stimuli closer to eye (vergence/accommodation)
• For binocular displays, do not use 2D overlays/HUDs
• Design for sitting, or provide physical barriers
• Show virtual warning when user reaches end of tracking area
• Motion Design
• Move virtual viewpoint with actual motion of the user
• If latency high, no tasks requiring fast head motion
• Interface Design
• Design input/interaction for user’s hands at their sides
• Design interactions to be non-repetitive to reduce strain injuries
Jason Jerald, The VR Book, 2016